@rainbowmesa other games have bosses give armor skins or weapon cosmetic. That could be one idea for a reason to go after legendaries. Make em bound and untradeable cosmetics. Or even decoration recipes (think Ark on that one, where boss heads and stuff became bound craftable trophies or rugs). Some neat decoration rewards that are untradeable would also give a reason to have an actual home rather than a building with a bunch of chests. (Could also do like BDO and make these items give a small 1 hour buff when interacted with and that reduce the item's durability by a small amount). As for a pvp idea, they could give notoriety special decor for those who brave the front of pking a group that killed a legendary recently (track it with a "killed legendary recently" celebration status or something). Or a sheriff killer badge when they take out a sheriff that they can display a broken star on their armor or something. Plenty of ways to add non tradeable stuff to both bosses and pvp without causing a "I can just buy it with gold" problem.
Cause yeah, hate to say it, but as a town owner....gold is definitely never a problem if that town has a harbor. Serenity easily gets 20-40k a day from harbor. Rum Runners same story, easily 5-10k and there's not even resources there. Then look at places like Feyholde and it's location near the volcano and all those crystals....I can imagine that number is higher than Serenity easily. Town owners can just take that gold...and do whatever with it. I hate saying it, but owning a town is too rewarding to bother with going out and grinding that same gold. Why would I go to pvp lands and gather crystals when I can just pay someone else to do it for me, or buy them from a town on Terra who had players that went and got those crystals already. Sure, it's part of the system, but I'm personally sitting on over 300k with my town holding 200k on top of that. (The 300k is a mix of group mob hunts and from town gold that I've used to buy mats with so could make armor/weapons and then resell those for 4 times the price of the mats. It really adds up very quick doing that, and no one complains because everyone involved gets something out of it. It's just really easy to do for a town owner than a common player who will definitely struggle to even get 30k gold). I can literally just sit there....and wait for like a week, take 60k turn it into 400k by crafting stuff with what I bought with the 60k. It's crazy unbalanced. I don't hate it, since I also use the town's gold to help my guildies travel around and gear them out with it, but it is very very high in reward for no risk at all. (The work involved is literally.....farm some fields every 2 days, pack them, put in town hall, job's done. All good for the next week.) I'd like to see something else involved in the process, maybe even with a bit of risk. Let me send out npc caravans loaded with gold to go buy resources from other towns (and yeah on Terra let mobs be able to kill these caravans (obviously pay more to hire npc or even player guards for them to be protected by at a hefty price) and then have the same risk for them to bring it back.) It's a money sink but can also reward the town after awhile too. On the pvp side, they'd be able to kill such caravans there or attack players who protect them for gold payment. It'd bring another source of pvp without seeming like just another gank fest of 5 v 1 newbie who's undergeared. Definitely an idea that could be implemented and fleshed out to become something neat since towns do get a ton of gold. (crafting tax income on the other hand, is almost 0. Nobody crafts in a town it seems unless they live there and have no taxes on their crafting. Seems like it was a silly idea to implement when no one gets any real benefit from it)